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Search found 12 matches
- Wed Aug 26, 2015 7:00 pm
- Forum: NES Graphics
- Topic: Possible algorithm for converting photos to NES
- Replies: 19
- Views: 9208
- Thu Aug 20, 2015 6:06 pm
- Forum: Reproduction
- Topic: zelda 3 translation wiring for 2 eeproms?
- Replies: 3
- Views: 3398
Re: zelda 3 translation wiring for 2 eeproms?
>zelda 3
>simcity
>>>/SNESdev/
>simcity
>>>/SNESdev/
- Sat Aug 15, 2015 9:19 pm
- Forum: NESdev
- Topic: Constant value for both, C and Assembly
- Replies: 15
- Views: 3761
Re: Constant value for eats, Shoots and Leaves
What do I have to do if I want to use the same constant value in both, my C and Assembly code? (I'm using of course CC65.) In Assembly, I would write this: GAMESTATE_TITLE = $01 GAMESTATE_RUNNING = $02 And in C, I would write this: #define GAMESTATE_TITLE 0x01 #define GAMESTATE_RUNNING 0x02 But how...
- Sat Aug 15, 2015 9:16 pm
- Forum: NESdev
- Topic: Reading and saving $2000: Why does this change the behavior?
- Replies: 9
- Views: 2388
Re: Reading and saving $2000: Why does this change the behav
a dynamic latch decays at an unspecified rate, and emulators and famiclones are unlikely to implement it perfectly I'm trying to imagine an emulator with a room temperature setting, and simulation of heat dissipation within the NES. Can you also simulate ZIF stress if region is not set to Japan? :m...
- Mon Aug 03, 2015 8:21 pm
- Forum: General Stuff
- Topic: Mascot? (Leonid NESDev)
- Replies: 8
- Views: 3000
Mascot? (Leonid NESDev)
One of my ideas is an edge connector across his chest. Failing that, medals for Nintendo World Champion and Summer Carnival, among others.
- Mon Aug 03, 2015 3:27 pm
- Forum: Newbie Help Center
- Topic: NROM, CNROM, UNROM
- Replies: 6
- Views: 4343
- Mon Aug 03, 2015 12:34 am
- Forum: NES Graphics
- Topic: [STUFF I DID] Orange-Green-Blue dithering
- Replies: 1
- Views: 3309
[STUFF I DID] Orange-Green-Blue dithering
Here's a little nice OGB dithering for you. What could be made better?
- Fri Jul 31, 2015 12:43 pm
- Forum: NES Music
- Topic: Famitracker: how do you save mutliple songs per project?
- Replies: 2
- Views: 2957
Re: Famitracker: how do you save mutliple songs per project?
In the module settings?
- Fri Jul 31, 2015 12:36 pm
- Forum: NESemdev
- Topic: What's the MOST advanced mapper out there?
- Replies: 17
- Views: 4778
Re: What's the MOST advanced mapper out there?
And that's why we have the JY Company ASIC (2nd most complex of all time).tepples wrote:Except for companies like Hummer Team that did their own ports of 16-bit software to the Famicom.lidnariq wrote:Remember that pirates were usually not making their own software
- Mon Jul 27, 2015 3:26 pm
- Forum: NESemdev
- Topic: What's the MOST advanced mapper out there?
- Replies: 17
- Views: 4778
What's the MOST advanced mapper out there?
I know about the MMC5 and VRC7; those were used in licensed games for some region or other. But what about the unlicensed/pirate/homebrew mappers?
- Mon Jul 27, 2015 3:07 pm
- Forum: NES Graphics
- Topic: [REQUEST] ASCII-ordered (ish) CHR version of Elnark Short
- Replies: 4
- Views: 4250
[REQUEST] ASCII-ordered (ish) CHR version of Elnark Short
I really, really like this font, but since the one on my computer has been wiped out due to an all-$F palette somehow becoming the default in YY-CHR, I would love any help you can give me.
To be honest, I mostly do wall-of-text nametables.
To be honest, I mostly do wall-of-text nametables.
- Sat Jul 25, 2015 11:59 am
- Forum: NES Graphics
- Topic: Proposal for an NES Graphics Format
- Replies: 5
- Views: 4355
Proposal for an NES Graphics Format
My idea for an NES Graphics Format would display a still image with a minimal PRG used only for moveable sprites (as opposed to BG tiles in the nametable). Nametable rendering would be automatic.
What do you think of it, how would you do it, and what could make it better?
What do you think of it, how would you do it, and what could make it better?